20 April 2020

Free Risus Adventure with Slimes

S. John Ross writes in Tabletop Indigo that a new fantasy adventure for Risus: The Anything RPG called Slimes of Blossom Grove is now available via DriveThruRPG, and it's free.

Thank you, S. John Ross!

17 April 2020

Simple Critical Miss Table for Rifles

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Standard rifles are noted for their reliability, but even they fall prey to the occasional critical miss. The eleventh table in our march of mayhem is for use with rifles (and carbines):

Critical Miss Table for Rifles
1d6Result
1Drop weapon.
2Weapon jams.
3Weapon jams and slips from grasp.
4Ricochet in random direction.
5Ricochet in random direction.
6Mechanism breaks.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice are AWOL.

16 April 2020

Simple Critical Miss Table for Rubber Band Guns

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Mishaps with rubber band guns are not uncommon, and the frequent result is the inadvertent shooting of oneself, which rarely results in anything more serious than a brief stinging sensation. Our tenth table of tribulation is for use with rubber band guns:

Critical Miss Table for Rubber Band Guns
1d6Result
1Drop weapon.
2Weapon misfires.
3Drop weapon; discharges in random direction.
4Shoot self.
5Shoot self.
6Shoot self in eye.


Random directions for rubber band projectile weapons, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice have mysteriously (or not-so-mysteriously) disappeared.

[Originally posted in Fudgery.net/fudgerylog on 30 November 2011.]

15 April 2020

Simple Critical Miss Table for Machine Guns

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Even the most fearsome weapons have disadvantages. Our ninth table of frustration is for use with machine guns (mounted or otherwise):

Critical Miss Table for Machine Guns
1d6Result
1Weapon jams.
2Weapon jams.
3Ricochet in random direction.
4Ricochet in random direction.
5Trigger stuck.
6Mechanism breaks.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice are missing in action.

[Originally posted in Fudgery.net/fudgerylog on 12 October 2011.]

14 April 2020

Simple Critical Miss Table for Ray Guns

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Even ray guns are not foolproof, and happenstance mistakes can wreak havoc with high technology. The eighth table in our escapade of errors is for use with ray guns, blasters, lasers, masers, phasers, and even Acme disintegrators:

Critical Miss Table for Ray Guns
1d6Result
1Drop weapon.
2Drop weapon; discharges in random direction.
3Weapon drained of power.
4Weapon overheats and slips from grasp.
5Weapon melts.
6Weapon explodes.


Random directions for ray guns may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if Fudge dice are not in proximity.

[Originally posted in Fudgery.net/fudgerylog on 20 September 2011.]

13 April 2020

Simple Critical Miss Table for Muzzleloaders

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Primitive firearms have their own unique mishaps, from the misfire that requires a complete reloading of the weapon (usually a time-consuming process) to the explosion that requires last rites. Our seventh table of tribulations is for use with muzzleloaders:

Critical Miss Table for Muzzleloaders
1d6Result
1Drop weapon.
2Weapon misfires.
3Weapon misfires and slips from grasp.
4Ricochet in random direction.
5Mechanism breaks.
6Weapon explodes.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if Fudge dice are scarce in your vicinity.

[Originally posted in Fudgery.net/fudgerylog on 3 June 2011.]

12 April 2020

Simple Critical Miss Table for Automatic Pistols

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Different types of firearms malfunction differently even when they are approximately the same size. The sixth table in our saga of slip ups is for use with automatic pistols:

Critical Miss Table for Automatic Pistols
1d6Result
1Drop weapon.
2Weapon jams.
3Weapon jams and slips from grasp.
4Ricochet in random direction.
5Mechanism breaks.
6Shoot self.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if your Fudge dice cannot be found.

[Originally posted in Fudgery.net/fudgerylog on 23 May 2011.]

11 April 2020

Simple Critical Miss Table for Revolvers

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Firearms open up new possibilities for critical miss mayhem. The fifth table in our fable of fumbles is for use with revolvers:

Critical Miss Table for Revolvers
1d6Result
1Drop weapon.
2Drop weapon; discharges in random direction.
3Ricochet in random direction.
4Ricochet in random direction.
5Mechanism breaks.
6Shoot self.


Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:

1dFResult
+Upward vertical
0Horizontal
-Downward vertical


A d6 may be substituted if you fail to find a Fudge die.

[Originally posted in Fudgery.net/fudgerylog on 23 May 2011.]

10 April 2020

Simple Critical Miss Table for Thrown Weapons

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Thrown weapons are not radically different from hand-to-hand weapons and neither are their critical miss tables. The primary difference is in their greater tendency to fly in random directions (and at greater distances). The fourth table, then, is for use with thrown weapons:

Critical Miss Table for Thrown Weapons
1d6Result
1Drop weapon.
2Drop weapon behind self.
3Weapon flies 1d6 m in random direction.
4Weapon flies 2d6 m in random direction.
5Weapon flies 3d6 m in random direction.
6Injure self with weapon.


Again, the direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)

[Originally posted in Fudgery.net/fudgerylog on 20 May 2011.]

09 April 2020

Simple Critical Miss Table for Unarmed Combat

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

Fumbles in combat are by no means limited to wielders of weapons. The third table in our telemachy of turmoil is for use with unarmed attacks:

Critical Miss Table for Unarmed Combat
1d6Result
1Trip forward.
2Stumble backward.
3Slip and fall.
4Sprain arm or leg.
5Knock self unconscious.
6Strike self.


This table may also be used instead of or in combination with any other critical miss table. Possible variations may include:

  • Allowing the player who fumbled to choose the table,
  • Allowing the opponent to choose the table,
  • Having the GM choose the table(s), or
  • Randomly determining the table (Roll 1d6: 1-2=armed table; 3-4=unarmed table; 5-6=both tables OR: 1-3=armed table; 4-5=unarmed table; 6=both tables).

[Originally posted in Fudgery.net/fudgerylog on 19 May 2011.]

08 April 2020

Simple Critical Miss Table for Bows & Crossbows

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

The joy of rolling on the critical miss table is not exclusive to mêlée combatants. The second table in our odyssey of battle blunders is for use with bows and crossbows:

Critical Miss Table for Bows & Crossbows
1d6Result
1Drop arrow or quarrel.
2Drop bow or crossbow.
3Drop all arrows or quarrels.
4Arrow or quarrel breaks.
5Bowstring breaks.
6Bow or crossbow breaks.


You may notice that there is a slightly greater chance for a weapon to be damaged than in the previous table. This reflects the more fragile nature of bows or crossbows compared to most hand-to-hand and thrown weapons.

[Originally posted in Fudgery.net/fudgerylog on 19 May 2011.]

07 April 2020

Simple Critical Miss Table for Hand-to-Hand Weapons

[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]

There is something about rolling on a critical miss table that adds a dimension of fun to failure. When you roll the worst possible number you could possibly roll for an attack, something interesting ought to happen, preferably something that underscores the imperfections in all of us and the potential for humorous results. Not all games are blessed with these wondrous tables of combat mishaps, so for the next few days I shall be sharing some simple critical miss tables that may be used in any game involving physical combat.

The first table is for use with hand-to-hand weapons:

Critical Miss Table for Hand-to-Hand Weapons
1d6Result
1Drop weapon in front.
2Drop weapon behind.
3Weapon flies 1d6 meters in random direction.
4Weapon flies 2d6 meters in random direction.
5Weapon breaks against nearby object.
6Injure self with weapon.


The direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)

N.B. I should mention that this table was inspired by a critical hit table found in Stormbringer, an excellent role-playing game published by Chaosium, Inc.

[Originally posted in Fudgery.net/fudgerylog on 18 May 2011.]

06 April 2020

Six-Sided Critical Miss Tables

Back in 2011, I wrote a series of articles for Fudgerylog consisting of critical failure combat tables, all of which require nothing more than a single six-sided die to resolve (and sometimes a purely optional Fudge die). These tables are system neutral, but since they feature the ubiquitous six-sider, I thought it would be appropriate to repost them here in Decidedly Six-Sided. I will post one article per day and update the links here as I do.


It seems I forgot to include a table for rifles, so I might have to add one after I post the last of the original articles. [Edit: Added!]

03 April 2020

Risus Tweets

Risus: The Anything RPG has a Twitter account now, so if you need juicy morsels of role-playing inspiration, follow @RisusRPG. Also look for the #RisusRPG hashtag for other Risus-related tweets.